![]() In their art they speak about loneliness, death and fear…so if you understand their thought process you can create similar stuff. To create similar artworks that they did you must switch your mind to their thinking. I’m personally a big fan of these two masterminds. Was it hard to craft such a great looking world? They put old classics on a pedestal and they think they are flawless and so they copy these old mechanics into their new creations making them a chore to play.īM: The art style of the game draws a lot of inspiration from H.R Giger and Zdzisław Beksiński which shows in the beautiful world you have crafted. Even today’s developers unconsciously are doing new pc adventure games with old mechanics repeating the old mistakes forcing the audience to become frustration. I love the stories and moods in these games but not the controls and other deadly sins of old games. Of course I love old classics but on “let’s plays” on youtube because they are so dated that the gameplay is not so fun. The game should be more streamlined for today’s audience and Telltale is showing everyone how to do it. I think the biggest sins of the Point and Click classic old games are illogical puzzles, too much walls of texts, slow character’s walking, nonsensical MacGyver-ish item mixing etc. PR: I think it shows what today’s modern adventure games should look. We are always trying to improve with each new game we create.īM: With Tormentum being a point and click game, do you feel that Telltale have played a big role in bringing back interest to this genre and help people to discover classic titles like Grim Fandango and the Monkey Island series? Of course it was cool to tell a more mature story and try new things. Tormentum from the beginning was intended for adults so we finally could craft a story about such taboo stuff like suffering, death, loneliness etc. It was also a test for us to be able to complete a small project by ourselves. PR: Amelia was an app for kids so it was obvious to kept it more suitable for kids. What inspired you to make such a change in direction? If you had lost interest in the Point and Click genre in the past due of its frustration level then you should definitely check out our game because we have managed to streamline the gameplay so it helps to keep our game both smooth and fun for a modern adventurer.īM: Looking at some of the games you are currently working on and your previous game, Amelia and The Terror of The Night, the subject matter in Tormentum is a departure from these other games. As for the gameplay elements, it contains puzzle elements like in a Professor Layton game plus point and click mechanics to keep your mind busy while learning the story of our protagonist. Also if you like visiting strange or fucked up worlds then this game should be interesting for you too. It’s about a man imprisoned in an alien world and your main objective is to get out of it. PR: Well it’s a dark adventure game with some ethically moral choices. In your own words tell us a little bit about it After so many years we get to know our strong and weak points which was helpful later on.īM: Your newest game is Tormentum: Dark Sorrow, which got an amazing review from us. We had been working together for 5 years at the company doing mostly educational games for them. ![]() Together we met Grzegorz our programmer in our first job at an educational company. PR: I met Lukasz in highschool in 1997 and we shared the same passion for video games. We are a non-confrontational bunch of people so everyone from our team can contribute their ideas without any fear it will be rejected.īM: How did the three of you meet and what moment did you know you were a perfect fit for each other? Everyone is doing their job as best as they can. From a technical stand point, it’s simpler to coordinate our work. ![]() When more people are working on game it loses its soul and personality. I think it helps to show our personalities in such production. PR: A small production team keeps the game focused. Making games and playing them was always our hobby so it’s a dream come true for us.īM: Being a small team of 3, do you find it a lot easier to stay co-ordinated and on the same page than you would with a larger team? Or do you think that more eyes on your work helps? We are focusing on small story driven games like Tormentum. Piotr Ruszkowski (Illustrator): We are a small indie game studio based in Poland. Welcome to the next iteration of Indie Showcase, the place where we interview the very best from the Indie community! If you didn’t catch our last Showcase with the awesome Pixelbomb Games, do check it out! This time its the turn of OhNoo Studios, a small team based in Poland who have recently released their game Tormentum: Dark Sorrow.īattle Misfit: For those that are unfamiliar with you, tell us a little about yourself and your work
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |